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Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
This commit is contained in:
ocornut 2022-06-30 20:17:48 +02:00
commit 5d0deebba4
12 changed files with 115 additions and 57 deletions

View file

@ -1,4 +1,4 @@
// dear imgui, v1.88
// dear imgui, v1.89 WIP
// (widgets code)
/*
@ -3603,7 +3603,7 @@ bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, co
bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
{
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint.
return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
}
@ -4179,7 +4179,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
bool value_changed = false;
bool enter_pressed = false;
bool validated = false;
// When read-only we always use the live data passed to the function
// FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(
@ -4346,9 +4346,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable;
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
const bool is_validate_enter = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);
const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);
const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed);
const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed);
const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed);
if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
@ -4370,12 +4370,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
}
else if (is_validate_enter)
else if (is_enter_pressed)
{
// Determine if we turn Enter into a \n character
bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
{
enter_pressed = clear_active_id = true;
validated = true;
if (io.ConfigInputTextEnterKeepActive && !is_multiline)
state->SelectAll(); // No need to scroll
else
clear_active_id = true;
}
else if (!is_readonly)
{
@ -4386,8 +4391,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
else if (is_validate_nav)
{
IM_ASSERT(!is_validate_enter);
enter_pressed = clear_active_id = true;
IM_ASSERT(!is_enter_pressed);
validated = clear_active_id = true;
}
else if (is_cancel)
{
@ -4491,7 +4496,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
const bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
const bool apply_edit_back_to_user_buffer = !cancel_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
if (apply_edit_back_to_user_buffer)
{
// Apply new value immediately - copy modified buffer back
@ -4868,7 +4873,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
return enter_pressed;
return validated;
else
return value_changed;
}
@ -5904,7 +5909,14 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char
return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end);
}
bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
void ImGui::TreeNodeSetOpen(ImGuiID id, bool open)
{
ImGuiContext& g = *GImGui;
ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage;
storage->SetInt(id, open ? 1 : 0);
}
bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
{
if (flags & ImGuiTreeNodeFlags_Leaf)
return true;
@ -5920,7 +5932,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
if (g.NextItemData.OpenCond & ImGuiCond_Always)
{
is_open = g.NextItemData.OpenVal;
storage->SetInt(id, is_open);
TreeNodeSetOpen(id, is_open);
}
else
{
@ -5929,7 +5941,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
if (stored_value == -1)
{
is_open = g.NextItemData.OpenVal;
storage->SetInt(id, is_open);
TreeNodeSetOpen(id, is_open);
}
else
{
@ -5995,7 +6007,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
// This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
bool is_open = TreeNodeBehaviorIsOpen(id, flags);
bool is_open = TreeNodeUpdateNextOpen(id, flags);
if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);